uniform sampler2D baseTexture;
uniform sampler2D bloomTexture;
uniform float color1;
uniform float color2;
uniform float color3;

varying vec2 vUv;

vec4 getTexture( sampler2D texelToLinearTexture ) {

  return mapTexelToLinear( texture2D( texelToLinearTexture , vUv ) );

}

void main() {

  gl_FragColor = ( getTexture( baseTexture ) + vec4( color1, color2, color3, 0.0 ) * getTexture( bloomTexture ) );

}